View Full Version : GP Mechanics: a random point of no interest


VoiceOfUnreason
Mar 02, 2007, 01:57 AM
Staring at the Great Person generation code in the SDK (documenting evidence for a post in Another Place), I was quite surprised to discover this little nugget.


incrementGreatPeopleCreated();

changeGreatPeopleThresholdModifier(....);

for (int iI = 0; iI < MAX_PLAYERS; iI++)
{
if (GET_PLAYER((PlayerTypes)iI).getTeam() == getTeam())
{
GET_PLAYER((PlayerTypes)iI).changeGreatPeopleThres holdModifier(....);
}
}


What this says is that when one of your Permanent Allies generates a great person, your threshold increases too (by half as much as his goes up).

druidravi
Mar 02, 2007, 02:06 AM
Will this occur only to pre-arranged teams and are permenant alliances triggered in the game affected. Though the latter case isn't actually so bad since your gp farms runs out by the time you get permenant alliances option enabled.

In team games it would be interesting to see how philosophical+ non-philosophical combination would work. If the philosophical has a good gp farm working, before the non-phil guy gets his first gp his gp requirement would increase to 150, and becomes incrementally bigger. It would be like our gp farm+ rest of cities in which rest of cities always try to catch on but the gp farm races out every other city with them generating only 1 or 2 gp maximum. Am I reading this right.

oyzar
Mar 02, 2007, 02:09 AM
So it would basically be advantagous to swap a gp farm back and forth with the civs alternationg on gneraring gps.

JimT
Mar 02, 2007, 07:31 AM
So it would basically be advantagous to swap a gp farm back and forth with the civs alternationg on gneraring gps.

Or use one to its full extent and then swap to the other player (say after five)

LucyDuke
Mar 02, 2007, 12:41 PM
Or use one to its full extent and then swap to the other player (say after five)

Oof, no, that would screw the second guy. He'd be paying way, way more for his GPs, even if you switched back afterwards (at 10).

lilnev
Mar 02, 2007, 01:14 PM
Or, just have one super-GPF for the tean, then gift the GPs to whoever needs them most.

peace,
lilnev

oyzar
Mar 02, 2007, 01:49 PM
Well you would generate alot more gps(for less cost) if they were generated in alternating order. Thats why i mentioned swiching the city. You could also just have a GP farm for each team member though.

druidravi
Mar 03, 2007, 08:03 AM
If you are switching around with a philosphical civ waiting for a non-phil city to catch up it would be not exploiting phil to full extent better use 2 philosophical civ's or 2 non-philosophical civs.

DaveMcW
Mar 06, 2007, 10:10 AM
Being in a team game changes more than just GP generation rate:

- Lightbulbing is less useful, due to increased tech costs. (Unless being in a team multiplies lightbulb beakers too?)

- Settling great people is more useful. Settle a bunch of prophets/engineers and you'll win every wonder race!

KMadCandy
Mar 06, 2007, 10:21 AM
when i can drag hubby away from WoW, we play as a team against the AI (since i'd feel guilty killing him of course). it feels like a bug to me but i don't know if it's intended or not ... in our last game, hatty and gandhi were pals, ragnar hated them both. ragnar demanded something from hubby, he gave it to him, since we wanted ragnar to open borders to get our missionaries in there. well, hubby got the +diplo modifier with ragnar as expected, i did not, since i hadn't given ragnar anything. however, we *both* got the "you have traded with our worst enemies" penalty with hatty and gandhi, even tho i had not traded with ragnar. what's up with that?

as far as GPs, we either both play philo or both non-philo, and we share GPs as far as academies or shrines. don't tell him i said this, but he is the worst as far as polluting GPPs and not watching what type he's gonna get, sheesh. it's like potluck with him *giggle*.

we found two weird exceptions to the "shared world wonders" rule: taj mahal and versailles only counted for the one that actually built them, although the .xml has teamshare=1 the same as it does for others, so i'm confused.

Atlas
Mar 07, 2007, 07:27 AM
- Lightbulbing is less useful, due to increased tech costs. (Unless being in a team multiplies lightbulb beakers too?)
You are correct, tech costs are scaled up as team size increases and GP costs are scaled up for the whole team as GP are born.

The lightbulb is still pretty good though since it helps the whole team. In MP games (usually lasting less than 100 turns) you will want to lightbulb almost every great person.